/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_COMBATAI_H
#define ARKCORE_COMBATAI_H

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

class Creature;

class AggressorAI: public CreatureAI
{
public:
    explicit AggressorAI(Creature *c) :
            CreatureAI(c)
    {
    }

    void UpdateAI(const uint32);
    static int Permissible(const Creature *);
};

typedef std::vector<uint32> SpellVct;

class CombatAI: public CreatureAI
{
public:
    explicit CombatAI(Creature *c) :
            CreatureAI(c)
    {
    }

    void InitializeAI();
    void Reset();
    void EnterCombat(Unit* who);
    void JustDied(Unit *killer);
    void UpdateAI(const uint32 diff);
    static int Permissible(const Creature *);
protected:
    EventMap events;
    SpellVct spells;
};

class CasterAI: public CombatAI
{
public:
    explicit CasterAI(Creature *c) :
            CombatAI(c)
    {
        m_attackDist = MELEE_RANGE;
    }
    void InitializeAI();
    void AttackStart(Unit * victim)
    {
        AttackStartCaster(victim, m_attackDist);
    }
    void UpdateAI(const uint32 diff);
    void EnterCombat(Unit * /*who*/);
private:
    float m_attackDist;
};

struct ArchorAI: public CreatureAI
{
public:
    explicit ArchorAI(Creature *c);
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
protected:
    float m_minRange;
};

struct TurretAI: public CreatureAI
{
public:
    explicit TurretAI(Creature *c);
    bool CanAIAttack(const Unit *who) const;
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
protected:
    float m_minRange;
};

struct AOEAI: public CreatureAI
{
public:
    explicit AOEAI(Creature *c);
    bool CanAIAttack(const Unit *who) const;
    void AttackStart(Unit *who);
    void UpdateAI(const uint32 diff);

    static int Permissible(const Creature *);
};
#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct VehicleAI: public CreatureAI
{
public:
    explicit VehicleAI(Creature *c);

    void UpdateAI(const uint32 diff);
    static int Permissible(const Creature *);
    void Reset();
    void MoveInLineOfSight(Unit *)
    {
    }
    void AttackStart(Unit *)
    {
    }
    void OnCharmed(bool apply);

private:
    Vehicle* m_vehicle;
    bool m_IsVehicleInUse;
    void LoadConditions();
    void CheckConditions(const uint32 diff);
    ConditionList conditions;
    uint32 m_ConditionsTimer;
    bool m_DoDismiss;
    uint32 m_DismissTimer;
};

#endif
